Originally Posted by Zellin
Originally Posted by Tuco
I have yet to read someone who doesn't.
I'm here. And I wrote that long ago. With how companions are ussually implemented we have 3 options:
1. They all have something to do while they're not in the party. And it's mentioned and effectivly shown in the game.
2. They have nothing to do or it's not effectivly shown, so they seem to be lazy asses, while we are "saving the day".
3. They are either with us either dead/left us/became antagonists. DOS2 option.

So I'm seeing the option 2 as the worst, option 1 as good but not suitable for every plot, and option 3 as good and suitable for every plot possible. Yes, from game-mechanics perspective it can be painfull, but from the narration point of view it's some what cheap and effective way to make companions always seem actual participants of our adventure instead of assortment of fighting units.

Nope... Option 3 with them being dead is just cheap. Not effective narratively in my humble opinion. frown
I get very attached to my RPG companions and would rather they had something to do while not in my party, or if they die or leave, it should be because of the player's CHOICES having consequences. Not because of an arbitrary gate where the chosen party goes through and the rest just drop dead for no reason.